Commit message (Collapse) | Author | Age | Files | Lines | ||
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| | | * | | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -0/+6 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | |||||
| | | * | | Add method doc to IAssetService.Get(string, object, AssetRetrieved) ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+5 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | outlining the situations in which AssetRetrieved may be called back with a null AssetBase. These situations include asset not found and remote service not responding. | |||||
| | | * | | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). | |||||
| | * | | | Store and send the current movement animation state to a new sim on crossing | Melanie | 2012-10-30 | 2 | -0/+17 | |
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| | * | | | Add AnimState to CADU | Melanie | 2012-10-30 | 1 | -0/+36 | |
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| * | | | Merge branch 'avination' into careminster | Melanie | 2012-10-30 | 1 | -1/+1 | |
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| * | | | | Put back the collision sound shim into SOP | Melanie | 2012-10-30 | 1 | -0/+29 | |
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| * | | | | Merge branch 'master' into careminster | Melanie | 2012-10-30 | 12 | -307/+478 | |
| |\ \ \ \ | | | |/ / | | |/| | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||||
| | * | | | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | |||||
| | * | | | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -3/+2 | |
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| | * | | | refactoring to use assembly:classname style of configuration | SignpostMarv | 2012-10-29 | 1 | -1/+4 | |
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| | * | | | Renaming module back to SoundModule as the hypothetical plan was to make ↵ | SignpostMarv | 2012-10-29 | 1 | -3/+3 | |
| | | | | | | | | | | | | | | | | | | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless. | |||||
| | * | | | SianaGearz notes stop sound flag is 1 << 5, so using that for ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+3 | |
| | | | | | | | | | | | | | | | | | | | | ISoundModule.StopSound rather than setting gain to zero | |||||
| | * | | | tweaking configuration logic so that the INonSharedRegionModule will load by ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+9 | |
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| | * | | | documenting some params on ISoundModule methods | SignpostMarv | 2012-10-29 | 1 | -7/+16 | |
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| | * | | | refactoring llCollisionSound to use new KeyOrName method | SignpostMarv | 2012-10-29 | 1 | -10/+1 | |
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| | * | | | Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵ | SignpostMarv | 2012-10-29 | 3 | -6/+36 | |
| | | | | | | | | | | | | | | | | | | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint | |||||
| | * | | | fixing poorly-formatted xml doc string for Util.IsInsideBox | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
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| | * | | | refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵ | SignpostMarv | 2012-10-29 | 1 | -2/+2 | |
| | | | | | | | | | | | | | | | | | | | | will cause unnecessary calls to m_host.AddScriptLPS(1) | |||||
| | * | | | refactoring llGetPos() to take advantage of implicit converter | SignpostMarv | 2012-10-29 | 1 | -2/+1 | |
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| | * | | | shifting from two instances of typecasting to one instance of typecasting in ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | | | | | llTriggerSoundLimited | |||||
| | * | | | 80-character width terminal formatting of recent commits to llPlaySound, ↵ | SignpostMarv | 2012-10-29 | 1 | -7/+15 | |
| | | | | | | | | | | | | | | | | | | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited | |||||
| | * | | | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 2012-10-29 | 5 | -28/+47 | |
| | | | | | | | | | | | | | | | | | | | | specifies a UUID rather than a string | |||||
| | * | | | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 2012-10-29 | 5 | -86/+119 | |
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| | * | | | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 2012-10-29 | 1 | -9/+8 | |
| | | | | | | | | | | | | | | | | | | | | from the root prim rather than the source prim | |||||
| | * | | | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 2012-10-29 | 1 | -10/+8 | |
| | | | | | | | | | | | | | | | | | | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner | |||||
| | * | | | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
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| | * | | | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 3 | -27/+23 | |
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| | * | | | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 2012-10-29 | 1 | -8/+0 | |
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| | * | | | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 | |
| | | | | | | | | | | | | | | | | | | | | m_scene.TryGetSceneObjectPart | |||||
| | * | | | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 | |
| | | | | | | | | | | | | | | | | | | | | SL Wiki spec does not state that slaves are set to match master values | |||||
| | * | | | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 3 | -4/+4 | |
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| | * | | | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 3 | -25/+50 | |
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| | * | | | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 4 | -32/+32 | |
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| | * | | | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 3 | -37/+56 | |
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| | * | | | moving comment for llStopSound inside the method block prior to ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | transposition to sound module | |||||
| | * | | | documenting ISoundModule methods & fields | SignpostMarv | 2012-10-29 | 1 | -0/+28 | |
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| | * | | | formatting ISoundModule prior to documentation | SignpostMarv | 2012-10-29 | 1 | -2/+4 | |
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| | * | | | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 2012-10-29 | 1 | -34/+34 | |
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| | * | | | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
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| | * | | | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first. | |||||
| | * | | | Replacing double-if block in SceneObjectPart.SendSound with Util.Clip | SignpostMarv | 2012-10-29 | 1 | -4/+1 | |
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| | * | | | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | ownerID, not the objectID | |||||
| | * | | | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | | | | | to imply why we're doing an early return. | |||||
| | * | | | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 2 | -4/+6 | |
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| | * | | | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -8/+4 | |
| | | | | | | | | | | | | | | | | | | | | typecasts in the assignment and had the assignment on a separate line to the declaration | |||||
| | * | | | Factoring out an if-else block in PlayAttachedSound as it was using the ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 | |
| | | | | | | | | | | | | | | | | | | | | previously hard-coded max distance value. | |||||
| | * | | | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 2 | -3/+11 | |
| | | | | | | | | | | | | | | | | | | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation) | |||||
| | * | | | Converting the ISoundModule implementation from an IRegionModule to an ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 | |
| | | | | | | | | | | | | | | | | | | | | INonSharedRegionModule | |||||
| | * | | | Immediately setting gain to zero as a workaround for code not stopping sound ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+1 | |
| | | | | | | | | | | | | | | | | | | | | started by llPlaySound |